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7 yrs ago
Current This all feels very nostalgic, I'm told.

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I'm just some guy, don't worry about me too much.

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<Snipped quote by Freeshooter92>

I respectfully disagree. It makes for a solid defense against a potentially potent form of magic. A "willpower" system is much more hazy, and I honestly would not like it. Honestly, I'm surprised more people don't have wards. The whole challenge of fighting a psychomancer is managing to kill them before they can break through your wards.


IF. YOU. HAVE IT. If you don't, you're fucked. and it's more reasonable to assume one doesn't if in doubt. And if they don't? There is literally nothing one can do. Even if you don't have armor you can still try to avoid sword slashes, you aren't completely out of options if you don't have the one, ONLY defense like in Psychomancy.
Also, Rtron, check out this hilarious new Tau battlesuit. It's a fucking Metal Gear.


<Snipped quote by Freeshooter92>

You say that he can move, which is technically true, but how often is someone really going to be able to dodge an experienced mage? After years of experience, it's not like a mage is going to be incapable of aiming. A pyromancer could shoot an exploding fireball at their feet, an herbamancer can change the direction of vines on the fly, an electromancer has really fast moving projectiles, an aeromancer can just use the air around them. Dodging is a possibility, but there are a lot of abilities which really aren't that hard to aim.

You point out that psychomancy is a guaranteed hit, which is fair, but you also need to consider that a ward is a guaranteed defense For as long as you can maintain the ward, it will work against major psychomantic attacks. A ward can be broken, but as long as it is up, it has a 100% success rate. Trying to dodge a lightning bolt isn't anywhere near as certain.


That isn't fair either. 'All or nothing' defense is not fun in any way to deal with. A more accessible but more easily broken defense would easily make up all of this nonsense. Any asshole with legs can avoid something with some luck, but if you don't have a ward, you're fucked. And if it's so easy to get a waard, then everyone at the college will get one and Enemy Psychomancy will be entirely useless. The ward system as a counter is just... bad.
He can move is what he can do. Pyromancy doesn't automatically hit. You could say that master Pyromancer can hit everything, which is true. A master Psychomancer wouldn't have trouble dealing with that guy either. Psychomancy gives you a hell of alot at low levels over everyone else.
Either we should weaken Psychomancy or make it MUCH more taxing on the blood in its current 'nothing resists this shit' incarnation. The biggest issue is the fact that the power-to-cost ratio is severely fucked. As for tweaks, simple suggestions include:

Range: Line of sight isn't good enough, 'range: if I can see them.' Is still silly since nothing else works in that manner. Make minimum range something like ten feet, and for everything beyond ten feet there gets to be a 'delay' in the spell. Each extra five to ten feet after the first add a second between casting the spell, and the spell actually happening.

Delay: Delay is just a good concept in general that removes the 'instant ranged effect' issue. Perhaps certain spells already come with a delay?

Focus: Perhaps Psychomancy spells require sustained focus for a time to take effect? Anything more advanced than telepathic messaging should have a casting time.

Wards are a pain in the ass to deal with. I don't like it mechanically, or in flavor. It's saying that the only defense against magic is magic, which is blatantly untrue. Wards should be altered to extra defense on top of active resistance (Get out of my head!) and sheer willpower. Instead, the defense of these two natural things should be changed to improve the delay between a psychomantic attack being cast and happening, rather than just allowing a no-sell like wards currently do. Wards should now boost delay more, to potentially make the effort of breaking down the defense not being worth it, instead of the standard 'fuck you, you lose'. This

These Make Psychomancy in line with everything else, whilst also letting them keep their handy utility benefits and and just make everything more consistent than the all-or-nothing approach to defense we have now.

But it should be noted that Psychomancy should not be better at fighting than Pyromancy or Electromancy... It should be worse, actually. Why? Because those are combat bloods, and unlike them Psychomancy comes with a fucking BOUNTY of utility effects like telepathic conversation, invisibility and the like. The thought that a Psychomancer should be more effective than them in combat and one hundred times more effective out of it is silly. Besides, their role should be emphasized not towards combat but manipulating things outside of it.
For Inferno Magics I'll admit that I kept them as an old hold over from the previous Blood Act under Warden's rule. They were basically suppose to symbolize how a demonic essence can corrupt everything, even the archanite itself. But as CQBexpt said, removing Inferno Magics will change Demonomancy, at least at a master level. After all one cannot actually access Inferno Magic without the aid of a Demon, and one cannot master it without Falling, a risky price to pay to master the magic of demons. That being said, I can concede that Inferno Magics is essentially "Demon Archanite" and will have much, much more power if one was actually in the Inferno. Because then you can manipulate everything in there.

So Inferno Magic needs revamping, and I'll be sure to discuss it with Fallen, Rtron, and anyone else who is concerned about using Demonomancy. That means you CQBexpt.

As for Herbmancy I've actually did a revision of it some time ago, I'm not sure if Fallen had posted the revised version. Here it is for those curious.

For Psychomancy, I will make this much clear: The intent of Psychomancy, and indeed the intent all Mage Bloods should do (But Psychomancy does better at unfortunately), is to be an unconventional offense, while at the same time lacking any hard defense against other magics aside from "Getting out of the way". And Psychomancy does nothing to provide additional mobility unlike say, Geomancy (Tunneling) or Aeromancy (Flying). While there is no "Ultimate defense" against all magics, one could see how perhaps a strong earthen barrier would at least be able to repel most attacks. But Psychomancy isn't a physical attack, and so a wall of stone would do nothing to it aside from block one's field of view, which at least removes the sight requirement.

Psychomancy lack any direct damage dealing at the beginning compared to some magics, as even Herbamancy could manipulate plants into strangling you. At the beginning Psychomancy can only fool and trick you, and the act of harming either comes from your misdirection or your active involvement. But at the end of Mastery, Psychomancy indeed does do a lot of damage, and generally without even making physical contact (Because Psychomancy never does physical contact). More so since unlike say, Pyromancy or even Demonomancy, one can't shrug off Psychomancy by being physically stronger.

Now Wards can indeed be picked up by those without Psychomancy, even nonmages. The only trouble is that they are not naturally occurring defenses except by those who have to deal with Psychomancy. Which yes, typically means psychomancers themselves. Now Free I understand that you're concerned that this essentially means that unless one is an actual psychomancer, there isn't a different way to counter or resist the effects of psychomancy. It gives Psychomancer the ultimate offense since no other magic would have any reason to develop wards except to counter Psychomancy. Fallen's suggestions at least provide some caveats: A psychomancer needs line of sight, and there's a reason why I wrote a large section for Wide and Focused concentrations. Wide is more "Weak AoE" while Focus is "Single-Hit Nuke".

But another issue with psychomancy is this: What other sort of defenses do you think would make sense against a Psychomancer? How does one measure "Will Power", if that's going to be a factor? What sort of materials should be naturally resistant against a Psychomancer's attack, and what prevents this same material from making one immune? I offered tin foil hats, and as silly as it sounds, they at least drop a hint of Psychic deflecting materials.

But perhaps you're asking for less material things. Again, what would you suggest being a viable, believable source of defense against Psychomancy? As it stands, it's not until at higher levels that one could Dominate the minds of other into controlling them directly, and tricking the enemy into say, running off a cliff or attacking their friend is pretty much the only way Psychomancy gets anything done without requiring the mage to do it themselves.


There is a much bigger problem that you're overlooking here. The idea that Psychomancy does 'less damage' is only technically accurate. Sure, psychomancy doesn't actually do any direct damage, but that's not the issue. Psychomancy wrecks people on a completely different level, because it takes them out of the fight. Let's say I trick the guy into thinking I'm somewhere else, right? A simple thing, SURELY not equal to a wizard hurling a boulder at him? Well, now that I've done that, I simply walk around and stab him in the back. No dramatic fight, no defense, he's down, I win. If I were the boulder guy, he could have dodged. After all, how can you fight someone like that? It's totally impossible. And since he doesn't have the special training (Didn't go to the college) I can do that to him with complete impunity, since no natural defense to Psychomancy actually exists. THere's no projectile to avoid, no time for magic to take effect, and no delay between cast and effect. Meanwhile, it isn't that taxing on blood, either. The boulder guy is coughing and wheezing, and I'm perfectly fine after that simple illusion. To repeatedly say that Psychomancy is 'just fine' leads me to conclude that you are only doing so because you have Psychomancer characters. And before you ask, I was planning on weakening Electromancy slightly.

<Snipped quote by Freeshooter92>

Keep in mind, Free, one of the main aspects of blood magic is trust. I don't want to over limit players but I also don't want to give free reins. Both aspects can kill balance and like Elite said, overbalance can hurt the effectiveness of a Player's magic. It can also make them feel like we don't Trust them to be sensible or want to 'script' them into a fix set of actions for a spell, both aspects are very negative to a Player's confidence as I'm sure you know.

In addition, and this is to all Players, while we've asked your suggestions and thoughts, we might not be able to incorporate them all. In end, we will pick and chose ideas/thoughts/suggestions based on how we, as GMs, believe it will best suit the RP. Either way, we thank you for the feed back.


In my years of experience with tabletop gaming let me tell you this: 'Overbalance' is the complaint of one annoyed that an exploit he had been using no longer works. Let me tell you what's hurtful. Ssarak can functionally do everything Alaira can do except 'Lightning explosion' (which I've only done once), and unlike Alaira there are no heavy penalties or costs. He is an extremely skilled combatant, He can fly, he can disable opponents at range with Psychomancy, which is like lightning but he cannot miss.

In combat my character is basically useless in comparison since five or six lightning bolts is nowhere NEAR as useful and he's just as potent physically.

I don't see electromancy and pyromancy as being too similar, as kinetic energy and electromagnetism are entirely different. If you start thinking about the potential applications of electromagnetism, I'm sure you can think of plenty of ways to differentiate it.


They are too similar at present in how they perform, both of them are simply ranged elemental damage. It makes sense to differentiate combat for electromancy by emphasizing quick, short-ranged combat.

Obviously the two things are quite different out of combat, but everybody knows that. Also, lighting bolts are hot plasma, so hell yeah they cause burns.

Anyway, lets talk about other bloods for a while. Herbamancy is in the most dire need of love right now.
Currently it says they cannot.
Also, folks, don't forget but I also put the limitations (page or two back) as well which should be something to be taken into account. In addition, keep the tone reasonable, This is a Reminder as I'm currently a bit busy working on another post for another rp. Rtron and Lucius will be watching for any 'heated' tones from anyone so they decide to drop the subject, no fighting about it, kay? I would also like to know if those Limitations are reasonable.


They're a good 'band-aid' fix for now, but I'll work to see if I can't have them seamlessly integrated.
Psychomancy just isn't fair. The only thing that resists it is specialized schooling (and usually not even then), There's no travel time, no casting time. You can read one's thoughts and instantly know every move they plan to make, you can use illusions to make them slip up and kill them with ease, you can paralyze them, control them, and at the same time a pyromancer can toss a few fireballs that will probably miss/get blocked anyway.
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